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oh wait :(
Anyway, there was a great cblog about this today: http://www.destructoid.com/blogs/walkyourpath/putting-a-twist-on-the-curve-difficulty-in-games-140136.phtml
Basically, if you're going to make a hard mode, make it harder because the enemy AI is more intelligent, and your resources are more limited, not because your enemies have 10x the HP, that's just silly :\
Basically, I've always been a fan of encountering different types of enemies at higher difficulty levels. That is, perhaps at lower difficulty levels, bands of thugs wander around, who don't have good weapons, aren't very good shots, and are generally easy to kill. It makes sense--this would certainly make things easier.
Then, on higher difficulty levels, you encounter more "elite" sort of enemies. They'll be good shots, work well together (an AI issue), have better equipment including guns and armor, and generally be harder to kill--not just because they have high health values, but because they're actually designed to be difficult enemies.
I think giving this distinction between enemy types makes it a lot more believable for a player. That is, the player isn't forced to accept the fact that a higher difficulty level is just a "setting." It's a different experience, with new enemy types, and perhaps even a new play style.
As I said before, this would of course require a lot more work. However, in the end, I think it would benefit the player.
I also second Kauza's comment. New enemy types are cool to run into because it's not just the same thing over again. I would play a game a second time on a harder difficulty just to see new stuff.
My favorite example of this from the last few years is God Hand. If you chose the higher difficulties, you could access a greater range of "difficulty levels" in-game which would increase as you fought better in the game in real-time. In this way, the game could get exponentially harder the better you played, but for playing on the higher difficulties you got more money for defeating enemies and all of your multipliers were higher. Thus the player who managed to stay at the higher difficulty ranges earned more money and was able to buy more moves to customize his/her playstyle.
What Kauza said sounds like a good idea too.
It goes beyond bigger health and stronger attacks, it tests your skill at the game and it forces you to use defensive moves way more than easier difficulties changing the way you play the game. And it provides an actual challenge, something games lack nowadays because of the marketability. You don't have to think about that though because it's an optional difficulty. And not an unfair challenge mind you, NG on the hardest difficulty was doable as long as you know what you were doing and managing your defense and offense at the same time, adding another layer of depth and a sense of hesitation to the game
Also add something to the hard mode that isn't in the other modes, it's a great incentive for another playthrough and rewards perseverance for dedicated players. And not just an extra set of armor or weaponry, add hidden and unique elements like another explorable area that's not filled with generic creatures. Adds miles to the experience. Keep players exploring your virtual solar system searching for the obscure easter egg and hidden secrets of the world
I'm Canadian and available, Bioware hire me
Advance Wars, a turn-based strategy game. Save the latest iteration, once you complete the single player campaign, you can do it again in hard mode. What changes isn't the computer AI or the nature of combat (ie a tank will do the same damage), but instead each map is tweaked to challenge your strategy more rigorously.
Example: there's usually a stage early on that teaches you to use long-range units in bottlenecks effectively. You set up a blocking unit that absorbs damage and your artillery plugs away. In hard mode, the enemy has more firepower at its disposal, and gets a couple infantry that can move through the mountains and attack your artillery directly if you're not careful, and the friendly city that you used for defense is now gone.
It's more enjoyable mostly due to the fact that you don't know what to expect the second time around-- as opposed to, say, Call of Duty, where hard mode just means the same enemies and terrain but less health.
Additionally, as you play through these maps, you can make comparisons to the normal versions. When you see what's changed, you think, "oh no!" But as you gain the upper hand and win, there's a feeling of triumph and progression: "I struggled on this in normal mode, but look, I just beat the hard version!"
My favourite hard mode in a game would be Devil May Cry (The first one).
In that, the hard mode was another playthrough of the game using your mildly upgraded character from your first runthrough. The new difficulty was designed with this character in question, so it was hard for the upgraded character at his level even with his new found powers. The bonus of this was that there were bound to be upgrades you didn't buy in the first round that you would be hunting for in the 2nd.
The major bonus in DMC and the reason I'm using it as an example is that the enemy layout is entirely switched around. There's a boss/sub-boss which is a kind of shadow panther who from hard-mode onwards actually shows up as a regular enemy in parts to replace one or a group of foes. Sometimes you'd even be facing off with multiple of these guys at once. Where he would've been inplace originally as a boss character you also instead fought something that didn't even appear once in your original playthrough.
I guess to try and summarise this; My favourite hard-modes give me reasons to use my previous upgrades, new upgrades to earn in order to progress, new enemies to fight and old boss/hard enemies more commonly encountered. I'd definitely say to play through DMC twice to get an idea of it, or maybe there's a summary of the changes somewhere. Although God Hand mentioned above is another great way of doing difficulty albeit in an entirely different fashion.
I appreciate general comments but what I'm looking for is not so much "I think hard games should be like X" but more "here is a specific game with a hard mode, I enjoyed it because it did X, Y, Z".
If there are NO games with hard modes you've played that you enjoyed, feel free to say that, and then say why you liked it.
Civilization Revolution -- the higher difficulty levels really forced you to change your gameplay in order to keep up with the the optimal strategies of the other leaders' AI. Where you normally might try to conquer with military might, the enemy might force you to turtle up and go for a economic/technological/cultural victory, and vice versa.
Example of what I mean: In the "regular"/"normal" difficulty, you could CQC slam a soldier to knock them out for a long period of time, and only rarely would be found by another soldier and get waken early. In the "Extreme" difficulty, the CQC slam only knocks out a soldier for a few seconds, and when he wakes up, he'll put out an alert to the other guards making them more aware. Other guards in the area also will run by to check up on a knocked out teammate more often in the harder difficulties.
The enemies become more numerous, sneakier, stroner and you need to spend more gold for weaponry. It is enjoyable only once you are used to the complex mechanics of the game because it puts in test your skills, styles and weapons of choice.
The maps do not change much but the A.I. becomes notably smarter like when playing Chessmaster 3000.
There are also the Easy and Normal modes which the easy one is almost like the normal one but just gives you more tutorials whenever something new like an unit, condition or weapon is present. I like that Both normal and easy modes don't have much of a dramatic change in the AI and difficulty, it makes you feel like you learned enough in either the instruction booklet or the previous mode so you are not pestered by tutorials. LittleBigPlanet (you know, the creative PS3 game) should have done something similar when a guest is present and you are available to use all the materials instead of forcing you to take an annoying tutorial before using them.
If the harder mode you've created is more fun than the easier mode, then you know you've created the perfect difficulty curve. Resistance 2's coop did exactly this.
Or whatever they called the 1 hit kills Dante mode in the new DMC.
I also enjoyed the Shadow of the Colossus hard mode, because it applied the concept of simply increasing one variable's difficulty, but in a very strategic way. While it's a total pain when the enemies just have more hp, maybe the SotC method would to make only certain kinds of damage affect the enemies.(explosives, head shots)
The Diablo series (Blizzard) has three difficulties. Normal is self-explanatory, Nightmare is Hard, and Hell is Very Hard. The enemies naturally get a stat and health boost across difficulties, but what's interesting (at least in D2) is that by Hell, almost every enemy is immune to something: Either physical attacks, one of the three elements, or non-elemental damage. Some are immune to more than one. That naturally leads to a problem of you being unable to kill certain enemies. What if you made a pure Lightning Sorceress? You either have to avoid anything immune to Lightning or go for more elements or use a hireling or multi-play.
It gets to the point where people plan the life of their character through Hell even before they start. Some are capable of breaking the immunities (with lots of work) but even then, they're still highly resistant to that element. Just that you can chip away the monstrous amount of health. Apart from that, higher-level monsters exist in each harder difficulty (though it's the same game three times through), and there are tiers of equipment that only can drop in those difficulties. So in effect, if you truly want to clear the game, you have to beat it three times in that way.
Also with D2, there was a hidden command in the game to simulate extra players in a single player game (as monsters scaled to the number of players in multiplayer). This is probably a good example of rewarding the player for a harder game. The monsters get a stat boost et al, but they also give more experience and have better drop rates and so on. The best part is that you can change that setting at any time so mobs can't really overpower you (unless you're truly suicidal). It's probably an example of more traditional hard-mode play, as opposed to the actual difficulties changing up your tactics too.
The hard modes forced me to rely on and refine the strategies I had employed in the earlier, easier playthroughs. I also felt like the unlocked, increasingly more effective weaponry from the earlier playthroughs gave me enough of an incremental advantage to make the Hard modes seem surmountable, but not a foregone conclusion.
Obviously my comments indicate that I had enough of an affinity for these titles to want to go through them a second time on a more challenging difficulty level. For what it's worth, I'd just add that I almost never play a game on the Hard/Veteran/Expert mode right out of the gate and usually reserve that for favorites which warrant a second playthrough.
Oblivion was a very long game and I liked how they utilized a difficulty slider that could be adjusted at any time during the game. I mostly played between normal and the hardest setting, but there were days when I was exhausted, just wanted to relax and be an unstoppable killing machine - it was nice to notch down the difficulty slider. The oblivion slider essentially just affected hit points (both enemies and the player) and it was a very simple system. Unfortunately rewards didn't seem to coincide with the difficulty system and there should be rewards for playing on a higher difficulty. It really depends on the game, but better drops, faster levelling, more levelling options... there should be some reward. For consoles, the achievements/trophies could be tied to beating boss monsters on particular difficulty settings.
For challenge I tend to play online competitive games (and the co-op mode of Resistance 2 that Celcia mentioned was an excellent example of difficulty in online), but I'll assume that you are referring to single player offline games here (because difficulty in online games is an entirely different topic with many variables). In offline games if I run into a problem and get stuck, I'll often put the game aside... and I don't always go back to them. A difficulty slider or on-the-fly difficulty change system can allow me to complete the game - but I do think that any trophies/achievements should reflect this. I don't care at all about my trophies, I'd be happy just to putter along and finish the game... but there are many that take them very seriously and attaining the "platinum trophy" should reflect the most difficult game setting.
If your query is in regards to online or co-op games, it would be nice if you could clarify... because I have pretty definite ideas on this topic. It's an entirely different issue though!
Rock Band
I really like the idea that expert difficulty is the "true setting" so to speak. It's the one that resembles the music most accurately and is hence the most challenging, while the easier difficulties takes notes out in order to simplify the note tracks.
So instead of the higher difficulties just throwing more notes at you for the sake of it like in guitar hero 3, you're just getting closer to the real instrument track so in a way you're just filling in the blanks, if that makes sense.
One quick note, Insane on the first Mass Effect was amazing ly fun, but not really tough, so long as you kept an eye out for Snipers and took a bit more careful control over your Squad Mate's powers. More disconcerting though was that the Geth Armatures were simply an annoyance then actually challenging, as they took forever to kill, but were never really challenging. Just saying...
Persona 4 is another. God damn, that game was determined to make it hard for you. Contrarian King was one of the hardest bosses in the game if you didn't level up enough. I love the Shin Megami Tensei series.
Usually I can steamroll over an army but with the difficulty jacked up it actually feels like the AI is trying to win and making use of what units they have.
Most action games with hard modes frustrate the crap out of me but i force my way through them.
My favorite would be Extreme mode for Metal Gear Solid 3. On extreme i actually had to play conservatively and it gave me a good reason to sneak instead of running and gunning.
Another second favorite would be Dead Space. It was much more terrifying knowing i could die at any moment or run out of ammunition. Dead Space's Hard mode added to the experience for me.
I like Hard Modes that can add to the experience. I don't usually try hard mode for the challenge but for what change in gameplay it can force me in to.
In Oni and Shogo, the harder the games got, the more realistic and rewarding they became. The playing field was perfectly even with 1 enemy being as strong (health and damage wise) as the player. That's what made each encounter in Oni such a challenge and rewarding. Definitely what I look for in a difficulty setting.
In COD4 or Dead Space, If I was to blindly run a corner, I'd die after only a few direct hits rather than being naturally able to survive numerous hits if I was on "medium" or "casual". This also comes with the typical better enemy AI and such.
In Diablo II, playing on a harder difficulty included resistances and invulnerabilities to certain weapons/magic. This was balanced by better item drops to be able to handle the threat. This way, there was immediate reward for beating something more challenging. An achievement that I'd get down the road wouldn't motivate me nearly enough as something immediate that'd also assist in the gameplay.
Keypoints: Provide me with a challenge I can win and a reward I'd get immediately, I'll take it.
Hope this helps,
- Stan
Each level of difficulty is easily comparable to the level before it and what separates them is easily quantifiable. Such as "For each level of difficulty added, the blocks will drop %d faster than before", int. In this way you can accurately determine where your skill level is without having to fall back to an easier difficulty, or a harder one. You can simply go to one that is challenging at a level you're comfortable with.
Additionally, this sort of accuracy in determining your skill level allows you to become a better player much faster than other systems. Rather than falling back to an easier difficulty where you aren't challenged, or a harder one where you can't find a rhythm, you are placed in a situation designed to improve your abilities.
Tetris is hard to compare to more complex games like Mass Effect, but simple structures are always the base of good design (IMO).
I know you're not looking for general comments, but I figure a general one is better than nothing, right? I really dislike it when harder difficulty modes put the emphasis on simply tweaking how strong/weak you are and/or how strong/weak your enemies are. I much prefer difficulty modes that change the game itself. Different enemies, more enemies, perhaps more limitations on the player's options or abilities.
An example of what I don't like is Left 4 Dead's style of difficulty adjustment. A great game, but the fact that, on the Expert difficulty, the most basic (and most plentiful) zombies do 20HP damage with one hit? Totally ruins it for me. So yeah, fewer boring tweaks like that one and more significant changes, like the way the Halo series brings out more-dangerous types of enemies on the higher difficulties.
Okay, I'm done. Guess I had more to say than I thought.
This accomplished several things:
1) The game became more challenging without becoming more frustrating.
2) The game overall offered a different experience.
Conversely, a game like Call of Duty: World at War became virtually unplayable on higher difficulty levels (despite cranking up the difficulty in the same ways) because it relied on the same gameplay. For this reason, it felt exactly like the lower difficulties, but far more frustrating. Another side effect of this is that it felt 'lazy'; as if the devs had merely increased a few variables and labeled it 'extreme', whereas MGS3 felt fresh despite increasing the difficulty in the same way.
I suppose the point I'm trying to make here is to give the player choices; even if they don't need to use them on lower difficulties, they can make harder ones a great deal more enjoyable. Simply making enemies harder tends to come off as lazy and rarely adds anything of real value to the game - for me at least.
The game was brutally hard and your average lifespan was about 30- 60 seconds. That actually felt more real if you consider that you're usually outnumbered at about 10:1. (Wouldn't like that in Mass Effect style games though. It only worked in COD because of the frequent checkpoints.)
On the other hand it always felt fair and beatable and I always knew that I just died because of a personal fault and not because the game screwed the rules and just decided to kill me.
Very different to World at War where the AI just kept throwing grenades with superhuman precision.
I also tried to play Mass Effect's hardest mode. After unlocking it first. (A nice idea btw). But then other games came out and I stopped playing it. Gonna finish it before ME2 though.
But I would also like to state that I really enjoy a good easy mode. Especially in RPGs like ME. I actually think that you did that perfectly there. You just could breeze through the game and enjoy the excellent story with little effort. That's very important to me. Make me fall in love with the setting and the gameplay first. If I absolutely adored your game, I'm gonna play it again in Hard mode for the extra challenge. But I will always play the Easy Mode first to enjoy the story without frustration.
Not only did this keep it fresh but you felt actively rewarded for completing the harder modes because ultimately you were given more level and saw more of a game you loved enough to meet the challenge it presents.
In some levels it even changed the level layout, or at least had you moving into parts of the level you hadn't previously seen in order to complete said extra objectives. Best harder modes ever.
I also liked Hitman 2's hard mode for the same reason. Mainly, I just don't like it when you can not use gaming mechanics in a game such as cover or stealth when it's just as easy (or easier) to run and gun. Harder modes in those games I mentioned above force you to be more tactical and that's a good thing.
God Hand- It's insanely challenging, but fun. The real-time difficulty changes were cool too. Do well and get rewarded more points and currency, while at the same time making it more difficult. Doing poorly ratchets it back down again.
Rock Band- Expert as "true" difficulty. This is one of the only modern games I can think of that locks content if you play on easy. I like the idea- keep certain areas or missions locked unless you're on a high enough difficulty. That means that you can have a mission or two that's walled off from players who don't want the challenge, so you're free to design to a specific difficulty, and further encourage replays.
And as for a few of my own choices:
Mass Effect- Not to kiss ass or anything, but Mass Effect's combat was extremely fun, especially on the advanced difficulties. On Normal mode, I found a pistol and some first-aid packs were all I needed. It wasn't until I replayed on a higher difficulty that strategy started to emerge from a need to survive. I finally started using all my fancy powers and squad functions! Another game that did something like this was The Witcher- you had alchemy and alternate weapons and all that, but only on higher difficulties did they start to become necessity. Let's just leave out those one-hit rocket deaths in this next one, ok?
Vagrant Story- I can't remember that it had Hard mode as such, but it's more accurate to say that the whole game was hard mode. But that's what made it fun! Enemies could kill you, so you had to make sure you were properly equipped for each encounter. This made sure that you were using the deep equipment building system, something that I'm sure many people would have flown through the game without giving a second thought if not for the fear of death.
Star Ocean (2 or 3)- Another RPG example, but for good reason. On higher difficulties, systems that would go unused or unneeded would suddenly be lifesavers. Not to mention that you'd need to level higher, earning more abilities and such. Also, on your second replay, a whole new dungeon would open, with tons of areas and an extreme difficulty level. The best part is, these served as more of a dungeon crawl, so levels could be heavily reused, and at the same time they promoted replay with the hardest bosses residing there. Nowadays, add an achievement for beating it, and you can have people busy for weeks.
So in the end, my take is that hard modes should eke out better strategies that in normal exist but aren't necessary. In addition, adding a carrot (bonus content, achievements) means that more people will attempt these advanced play styles, adding longevity and hopefully a better appreciation for the game as a whole.
Ninja Gaiden Black is basically a different game with the same combat on the same maps. On harder difficulties, all of the item placements (potions, maps, etc.) are placed in different spots--this even includes your weapons. I think it would've been even better if the save points were in different spots.
By far the coolest thing about this is the different enemies. There are enemies on Hard mode, Ninja mode, and Master Ninja mode that you never even see on Normal difficulty. And I don't just mean stronger enemies with a different color palette, but brand new character models with brand new moves and brand new strategies to figure out.
This even applies to bosses. A lot of bosses have additional moves on harder difficulties; and there are even some all-new bosses, like the fight against a Ryu clone in the monastery library (still one of my favorites).
Compare this to a series like God of War or Devil May Cry, where harder difficulty simply means you take more damage and deal less to the same enemies with the same moves.
I know I'm seeing your post a bit late, and I don't know how easy it would be to add these things to a game like Mass Effect, but . . . you're BioWare. You can figure something out.
Auto-aim made it a lot easier than it could have been, but the concept itself is what I've been looking for in a hard mode for a long time.